@Morphia: I honestly didn't fully understand what you said but I did my best to dissect and reply to it.
I think that every Design begins with a better video-demo ,
which will show the Idea and Vision of the Chess Field.
Again, I disagree with this approach due to my fundamental approach to design/development. I know I am among the minority who believe in a design heavy/design oriented foundation.
I do NOT feel a proper design begins with a "video-demo". I begin with sketch and written prototypes which won't go post that until I feel I have enough down to get ready to develop the mechanics and features. I'm usually very thorough and detailed which works just fine fire me.
Idea and Vision of the Chess Field.
I'm assuming you're equating a design/project to chess. Meaning a video demo is a good way of showing the scope and range of your design/project. I agree, it is just not for me and doesn't work out with my way of processing things mentally or physically.
As of right now to think about KickStater.com :
who have Amazon account - USA and UK (I with UA)
I'm not entirely sure what you meant to say by this.
- You're with Ubisoft North America?
-AC3 has a "video-demo" on kickstarter?
That's great, I'd be honored/amazed to work for such a well established company. I hope the project goes well?
Cool, I've been meaning to give kickstarter a visit. I may have a reason to, now that I'm curious about the way ubisoft may have laid or their proposal.
Assassin Creed because the team of about 700 people,
so Space is better, because that requires less people in development,
but Need more Intelligence and AI for NPC too .
Space as in the larger team quantity works out best considering what they are undertaking?
More specifically:
Assassin Creed because the team of about 700 people
I disagree once again. There is an article on UE4 in GameInformer (Start Your Engines: Introducing Unreal Engine 4) which states my opinion on why bigger teams in the industry are a waste.
It leads back to my comments on efficiency:
[rollup='My stand']wodinoneeye, on 21 Jan 2013 - 10:31, said:
The nature of your 'idea' will significantly effect any answer you can get. It is a paradigm shift that noone in the industry will seriously consider
...or that many within the industry will commonly apply in practice. Even if the shift were to begin occuring, it won't be largely supported/practiced by many in the western culture (for atleast another decade as you said).
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This is (in my opinion) because physical examples are collectively malleable and have assessable traits which can be agreed on across the board. That allows for things like realistic deadlines, budget constraints and tools/technological capabilities/ceilings to be calculated.
Our (as in you and I),proposed means of operation implore thoughts in place of physical examples. Ideas/thoughts have all the capabilities of physical examples and more due to being infinitely malleable/nebulous by nature. This poses infinite problems as well as infinite possibilities which is a playground few would dare tread on.
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Two things have to occur for this to become plausible in a professional setting. Again, this is all opinion:
This ties into part of the point that Kylotan was making when he said:
Kylotan, on 21 Jan 2013 - 11:28, said:
All you are really saying is that game designers have not learned how to be very good at their job yet. This is because we don't really understand games very well. If people truly understood games fully, it would be possible to produce a precise design that a programmer could turn into a completely functional and playable game.
As a side note, Kylotan, I loved what you said here (mainly how you said it):
Kylotan, on 21 Jan 2013 - 11:28, said:
the point was that anybody who is truly involved in the design process is also truly involved in the implementation process.
One of these things that would have to occur would be advances in communication and iteration techniques/skills across the board for all disciplines.
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That means more diverse education within each member off a team. Everyone would need to have a decent grasp of everyone elses discipline while having a strong sense off their own, allowing them to realistically process as well as pass on ideas. If each member can atleast grasp a sense of what the ramifications of their own work can cause a coworker, things become more harmonious by principle. They can both minimize conflict as well as constructively contribute through suggestions or streamlining of the others work.
The second would be a stronger sense of poise and discipline to allow the "treading on an infinite playground" to be plausible.
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If every single member of the group is equally dedicated to maintaining a certain level of poise and discipline, never letting it falter below that level,certain things become less of an issue. If this level of focus were carried out in all their actions, priorities become simple to meet, giving more time to delve into extra content or focus on quality. There wouldn't be any restrictive time constraints or fear of not reaching deadlines. This fear and pressure alters behaviors and forces certain common results which tend to weaken the quality of projects. A deadline wouldn't need to be established/required in this sort of environment because the time frame will realistically present itself (and be accepted or dismissed) if everyone is working at peak performance.
As a side note, peak performance does NOT mean worked to point of high end negative (there are forms of positive) stress. Peak performance is when your resolve/poise is in harmony with your surroundings/environment.
The other thing that would be less of a worry is budget constraints. I'm not saying a budget isn't required, that's ludicrous. What I'm saying is that if money wasn't the primary focus, people wouldn't be as greedy. AltarOfScience commented/contributed handsomely to this point:
AltarofScience, on 21 Jan 2013 - 14:50, said:
Well one major problem is how little entertainment success has to do with the product itself. So much of it is tied up in name recognition, popularity, marketing, and other such nonsense.
You really only need a baseline quality in a product and then its all about perception and marketing.
This means a budget can be managed more conservatively without the need to compromise quality or over indulge in salaries. In a sense you wouldn't feel the budget cap nor would you be stressing over the minimum required assets to see a project through if the product came first and potential gross/marketing/popularity came last (not second). <~~~ Ahh, if only people were that unanimously passionate, uninhibited, motivated, dedicated and inspired by their work. We would have such a rise in quality (of product, work ethics, happiness?) and progress within the industry.
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They are obviously farfetched ideals/principles to implement in western culture, but not entirely unrealistic in my opinion. I know that my reason for having these standards as a person aren't normal or common. Alot of it is derived from about two decades of traditional martial arts training. Basically, I don't expect everyone to become Vulcans, able to mind meld in order to share ideas exactly as they envision them. I also don't expect everyone to adopt a monks sensibility and work ethics. Its a nice thought though lol
Adding these principles to practice would effectively cause a sense of infinite potential in my opinion. But I'm a pragmatic realist (for the most part I like to dream too!) and the world isnt perfect. There will always be limitations. Allowing ideas to be more affluent within a proffesional environment and loosening the safe:risk ratio won't cause this fact to magically ceast to exist.
Another part which sparked something within me was:
wodinoneeye, on 21 Jan 2013 - 10:31, said:
DO you know it will work ? Thats sometimes the hardest of all -- to realize an idea just wont work (or rather work in the right way so players would actually want to play it).
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Ideas ARE a dime a dozen, but demonstratable ideas cost alot more...
..and as convenient as interactive/demonstrable ideas are, they can simply be unrealistic/implausible/unfeasible/impractical to develop JUST as a demonstration tool.
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This is what I was trying to put into words when I was originally flamed and accused of "too much dreaming and not enough doing".
My stand was (and probably still is) mistaken for a lack of willingness to flesh out a prototype. The fact is that I an not willing to flesh out a prototype specifically for the sake of demonstration.
It can be argued that a prototype specifically for demonstration, would be work done towards your project (as experience if nothing else) and can ultimately be used within the final product. But as you so elegantly put it, demonstration of the material kind are expensive and time consuming. So much so, that the scope/scale of something as I wish to develop, would not allow it and could quite possibly rendering it pointless. The amount of time and effort I'd spend even producing a prototype could easily cause an overlap of technology, cultural relevance, fall steeply under the trend curve as well as be out developed by up and coming concepts.[/rollup]
because that requires less people in development,
but Need more Intelligence and AI for NPC too .
What requires less people in development?
I can see how a dedicated team for AI would benefit a project (if you can afford that kinda stuff, which I'm sure if anyone could, it'd be Ubisoft lol). However, I still don't think it justifies a team of such magnitude.